Digital educational games create a new perspective in learning culture, which go hand in hand with the interests of the pupils. Digital educational games are an innovation in primary education that can enhance children learning and acquiring skills. The integration of digital educational games in the school environment of primary education could effectively contribute to reforming the educational system. Early childhood education and primary education teachers can play a crucial role in supporting children's digital game-based learning (DGBL). Teachers' beliefs about using DGBL are important and often limit their efforts to integrate new technologies into the classroom. Positive views can help teachers embody DGBL in their teaching methods more easily. Thus, without the knowledge of teachers' views and intentions about using DGBL in primary education settings, any potential innovations in this area may lack utility. The scope of this chapter is to investigate the pedagogical dimension of digital educational games as far as the primary education concerns, examine the factors that influence the effectiveness of games in the learning procedure, give valuable information in the designers of digital educational games, and finally examine primary school teachers' beliefs about DGBL, as well as their confidence in integrating digital educational games in the classroom.
Attempts to detect socially desirable responding bias have mainly focused on studies that explore sensitive topics. However, researchers concur that the sensitive character of the survey could be affected by the social context within which the research is conducted. Little research has been reported worldwide investigating the potential effects of social desirability on students’ self-reports, considering the social context within which the survey is conducted. In this paper, we investigate the potential effects of social desirability on students’ self-reports in two social contexts within which the survey was conducted. More specifically, with a sample of 111 Greek students, we explored the effects of social desirability on students’ attitudes towards statistics in two cases: when the questionnaire was administered to participating students after attending (a) lectures and (b) both lectures and laboratory classes. Only in the second case were the items’ attitudes toward statistics associated with a score of socially desirable responding; moreover, social desirability accounted for the relationship between attitudes toward statistics and perceived competence in mathematics. Implications and limitations are also discussed.
The main aim of this research is to investigate how teachers perceive the barriers that limit the adoption and implementation of games-based learning in early childhood education on Cyprus. Teachers are working in public and private pre-schools. A 19-item questionnaire was administered to 148 early childhood teachers in Cyprus (78 public pre-school teachers and 70 private pre-school teachers). Factor analysis reveals three types of barriers to the use of games-based learning in early childhood classroom: lack of confidence, lack of support, and lack of equipment. The higher the teachers' self-efficacy in using digital games is, the lower the level of teachers' perception regarding the barrier lack of confidence becomes. Teachers with no frequent use of computer and digital games in the classroom perceive lack of confidence as a major barrier. Public pre-schools teachers have significantly more positive attitudes toward the usefulness of GBL than private pre-schools teachers.
The purpose of this study was to adapt the Statistics Anxiety Rating Scale (STARS) for a Greek student population. The STARS was administered to 890 Tertiary Education students in two Greek universities. It was performed a cross-validation study to examine the factorial structure and the psychometric properties with a series of confirmatory factor analyses. Results revealed a correlated six first-order factor model which provided the best fit to the data compared to a six-factor model with one superordinate factor. All six factors of the Greek version of the STARS presented convergent and discriminant validity and were internally consistent. Implications and limitations are discussed.
The main aim of this research is to investigate how teachers perceive the barriers that limit the adoption and implementation of games-based learning in early childhood education on Cyprus. Teachers are working in public and private pre-schools. A 19-item questionnaire was administered to 148 early childhood teachers in Cyprus (78 public pre-school teachers and 70 private pre-school teachers). Factor analysis reveals three types of barriers to the use of games-based learning in early childhood classroom: lack of confidence, lack of support, and lack of equipment. The higher the teachers' self-efficacy in using digital games is, the lower the level of teachers' perception regarding the barrier lack of confidence becomes. Teachers with no frequent use of computer and digital games in the classroom perceive lack of confidence as a major barrier. Public pre-schools teachers have significantly more positive attitudes toward the usefulness of GBL than private pre-schools teachers.
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